mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
Fan Club: finish all basic functionality
todo: other "special" animations
This commit is contained in:
parent
5f42dd4f00
commit
af6e60a247
31 changed files with 8602 additions and 1031 deletions
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@ -11,6 +11,17 @@ namespace HeavenStudio.Games
|
|||
|
||||
public class FanClub : Minigame
|
||||
{
|
||||
public enum IdolAnimations {
|
||||
Bop,
|
||||
PeaceVocal,
|
||||
Peace,
|
||||
Clap,
|
||||
Call,
|
||||
Response,
|
||||
Jump,
|
||||
Dab
|
||||
}
|
||||
|
||||
// userdata here
|
||||
[Header("Animators")]
|
||||
|
||||
|
@ -19,7 +30,6 @@ namespace HeavenStudio.Games
|
|||
public ParticleSystem idolClapEffect;
|
||||
public GameObject spectator;
|
||||
public GameObject spectatorAnchor;
|
||||
public GameObject hitPrefab;
|
||||
|
||||
// end userdata
|
||||
|
||||
|
@ -108,7 +118,6 @@ namespace HeavenStudio.Games
|
|||
else if (Conductor.instance.songPositionInBeats >= bop.startBeat && Conductor.instance.songPositionInBeats < bop.startBeat + bop.length)
|
||||
{
|
||||
idolAnimator.Play("IdolBeat", 0, 0);
|
||||
BopAll();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -117,6 +126,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
bop.length = length;
|
||||
bop.startBeat = beat;
|
||||
SpecBop(beat, length);
|
||||
}
|
||||
|
||||
public void SpecBop(float beat, float length)
|
||||
|
@ -125,8 +135,61 @@ namespace HeavenStudio.Games
|
|||
specBop.startBeat = beat;
|
||||
}
|
||||
|
||||
public void PlayAnim(float beat, int type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case (int) IdolAnimations.Bop:
|
||||
idolAnimator.Play("IdolBeat", 0, 0);
|
||||
break;
|
||||
case (int) IdolAnimations.PeaceVocal:
|
||||
idolAnimator.Play("IdolPeace", 0, 0);
|
||||
break;
|
||||
case (int) IdolAnimations.Peace:
|
||||
idolAnimator.Play("IdolPeaceNoVocal", 0, 0);
|
||||
break;
|
||||
case (int) IdolAnimations.Clap:
|
||||
idolAnimator.Play("IdolCrap", 0, 0);
|
||||
break;
|
||||
case (int) IdolAnimations.Call:
|
||||
BeatAction.New(Arisa, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolCall0", 0, 0); }),
|
||||
new BeatAction.Action(beat + 0.75f, delegate { Arisa.GetComponent<Animator>().Play("IdolCall1", 0, 0); }),
|
||||
});
|
||||
break;
|
||||
case (int) IdolAnimations.Response:
|
||||
idolAnimator.Play("IdolResponse", 0, 0);
|
||||
break;
|
||||
case (int) IdolAnimations.Jump:
|
||||
DoIdolJump(beat);
|
||||
break;
|
||||
case (int) IdolAnimations.Dab:
|
||||
idolAnimator.Play("IdolDab", 0, 0);
|
||||
Jukebox.PlayOneShotGame("fanClub/arisa_dab");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void DoIdolJump(float beat)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
const float HAIS_LENGTH = 4f;
|
||||
public void CallHai(float beat, int type = 0)
|
||||
{
|
||||
bool shouldSpecBop = false;
|
||||
// if spectators need to bop
|
||||
if (specBop.startBeat + specBop.length > beat && specBop.startBeat < beat)
|
||||
{
|
||||
//let bopping continue *after* this cue
|
||||
if (specBop.startBeat + specBop.length > beat + HAIS_LENGTH)
|
||||
{
|
||||
shouldSpecBop = true;
|
||||
}
|
||||
}
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("fanClub/arisa_hai_1_jp", beat),
|
||||
new MultiSound.Sound("fanClub/arisa_hai_2_jp", beat + 1f),
|
||||
|
@ -140,15 +203,15 @@ namespace HeavenStudio.Games
|
|||
|
||||
BeatAction.New(Arisa, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace", 0, 0); BopAll();}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace", 0, 0); BopAll();}),
|
||||
new BeatAction.Action(beat + 2f, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace", 0, 0); BopAll();}),
|
||||
new BeatAction.Action(beat + 3f, delegate { Arisa.GetComponent<Animator>().Play("IdolPeaceNoSync", 0, 0); PlayAnimationAll("FanPrepare"); }),
|
||||
new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace", 0, 0); if (shouldSpecBop) {BopAll();}}),
|
||||
new BeatAction.Action(beat + 1f, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace", 0, 0); if (shouldSpecBop) {BopAll();}}),
|
||||
new BeatAction.Action(beat + 2f, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace", 0, 0); if (shouldSpecBop) {BopAll();}}),
|
||||
new BeatAction.Action(beat + 3f, delegate { Arisa.GetComponent<Animator>().Play("IdolPeaceNoSync", 0, 0); PlayAnimationAll("FanPrepare"); }),
|
||||
|
||||
new BeatAction.Action(beat + 4f, delegate { PlayOneClap(beat + 4f);}),
|
||||
new BeatAction.Action(beat + 5f, delegate { PlayOneClap(beat + 5f);}),
|
||||
new BeatAction.Action(beat + 6f, delegate { PlayOneClap(beat + 6f);}),
|
||||
new BeatAction.Action(beat + 7f, delegate { PlayOneClap(beat + 7f);}),
|
||||
new BeatAction.Action(beat + 4f, delegate { PlayOneClap(beat + 4f);}),
|
||||
new BeatAction.Action(beat + 5f, delegate { PlayOneClap(beat + 5f);}),
|
||||
new BeatAction.Action(beat + 6f, delegate { PlayOneClap(beat + 6f);}),
|
||||
new BeatAction.Action(beat + 7f, delegate { PlayOneClap(beat + 7f);}),
|
||||
});
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
|
@ -172,8 +235,9 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
const float CALL_LENGTH = 2f;
|
||||
public void CallKamone(float beat, int type = 0)
|
||||
public void CallKamone(float beat, int type = 0, bool doJump = false)
|
||||
{
|
||||
bool shouldSpecBop = false;
|
||||
// clip certain events to the start of this cue if needed
|
||||
if (bop.startBeat + bop.length > beat && bop.startBeat < beat)
|
||||
{
|
||||
|
@ -192,6 +256,16 @@ namespace HeavenStudio.Games
|
|||
// same with responses
|
||||
if (response.startBeat + response.length > beat && response.startBeat < beat)
|
||||
response.length = beat - response.startBeat;
|
||||
|
||||
// if spectators need to bop
|
||||
if (specBop.startBeat + specBop.length > beat && specBop.startBeat < beat)
|
||||
{
|
||||
//let bopping continue *after* this cue
|
||||
if (specBop.startBeat + specBop.length > beat + CALL_LENGTH)
|
||||
{
|
||||
shouldSpecBop = true;
|
||||
}
|
||||
}
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("fanClub/arisa_ka_jp", beat),
|
||||
|
@ -201,14 +275,19 @@ namespace HeavenStudio.Games
|
|||
|
||||
BeatAction.New(Arisa, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolCall0", 0, 0); PlayAnimationAll("FanBeat");}),
|
||||
new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolCall0", 0, 0); if (shouldSpecBop) {BopAll();}}),
|
||||
new BeatAction.Action(beat + 0.75f, delegate { Arisa.GetComponent<Animator>().Play("IdolCall1", 0, 0); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { PlayAnimationAll("FanPrepare"); Prepare(beat + 1f);}),
|
||||
|
||||
new BeatAction.Action(beat + 2f, delegate { PlayLongClap(beat + 2f); Prepare(beat + 2.5f);}),
|
||||
new BeatAction.Action(beat + 3.5f, delegate { PlayOneClap(beat + 3.5f); Prepare(beat + 3f, 2);}),
|
||||
new BeatAction.Action(beat + 4f, delegate { PlayChargeClap(beat + 4f); Prepare(beat + 4f, 1);}),
|
||||
new BeatAction.Action(beat + 5f, delegate { PlayJump(beat + 5f);}),
|
||||
new BeatAction.Action(beat + 5f, delegate { PlayJump(beat + 5f);
|
||||
if (doJump)
|
||||
{
|
||||
DoIdolJump(beat + 5f);
|
||||
}
|
||||
}),
|
||||
});
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
|
@ -218,7 +297,7 @@ namespace HeavenStudio.Games
|
|||
new MultiSound.Sound("fanClub/crowd_hey_jp", beat + 5f),
|
||||
});
|
||||
|
||||
response.length = 4f;
|
||||
response.length = doJump ? 3f : 4f;
|
||||
response.startBeat = beat + CALL_LENGTH;
|
||||
}
|
||||
|
||||
|
@ -231,20 +310,41 @@ namespace HeavenStudio.Games
|
|||
}, forcePlay:true);
|
||||
}
|
||||
|
||||
const float BIGCALL_LENGTH = 2.5f;
|
||||
public void CallBigReady(float beat)
|
||||
{
|
||||
// clip certain events to the start of this cue if needed
|
||||
if (specBop.startBeat + specBop.length > beat && specBop.startBeat < beat)
|
||||
{
|
||||
//let bopping continue *after* this cue
|
||||
if (specBop.startBeat + specBop.length > beat + BIGCALL_LENGTH)
|
||||
{
|
||||
specBop.length -= (beat + BIGCALL_LENGTH - specBop.startBeat);
|
||||
specBop.startBeat = beat + BIGCALL_LENGTH;
|
||||
}
|
||||
else
|
||||
specBop.length = beat - specBop.startBeat;
|
||||
}
|
||||
|
||||
Jukebox.PlayOneShotGame("fanClub/crowd_big_ready");
|
||||
|
||||
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { PlayAnimationAll("FanBigReady"); Prepare(beat + 1.5f);}),
|
||||
new BeatAction.Action(beat + 2f, delegate { PlayAnimationAll("FanBigReady"); Prepare(beat + 2f);}),
|
||||
new BeatAction.Action(beat + 2.5f, delegate { PlayOneClap(beat + 2.5f);}),
|
||||
new BeatAction.Action(beat + 3f, delegate { PlayOneClap(beat + 3f);}),
|
||||
});
|
||||
}
|
||||
|
||||
public static void WarnBigReady(float beat)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("fanClub/crowd_big_ready");
|
||||
}
|
||||
|
||||
public void Prepare(float beat, int type = 0)
|
||||
{
|
||||
GameObject hit = Instantiate(hitPrefab);
|
||||
hit.transform.parent = hitPrefab.transform.parent;
|
||||
hit.SetActive(true);
|
||||
NtrIdolInput h = hit.GetComponent<NtrIdolInput>();
|
||||
h.startBeat = beat;
|
||||
if (type == 2)
|
||||
{
|
||||
h.type = 0;
|
||||
h.doCharge = true;
|
||||
}
|
||||
else
|
||||
h.type = type;
|
||||
Player.AddHit(beat, type);
|
||||
}
|
||||
|
||||
private void PlayAnimationAll(string anim, bool noPlayer = false, bool doForced = false)
|
||||
|
@ -256,7 +356,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
if (!Spectators[i].GetComponent<Animator>().IsAnimationNotPlaying() && !doForced)
|
||||
continue;
|
||||
Spectators[i].GetComponent<Animator>().Play(anim, -1, 0);
|
||||
Spectators[i].GetComponent<Animator>().Play(anim);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -9,7 +9,7 @@ using HeavenStudio.Util;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_FanClub
|
||||
{
|
||||
public class NtrIdolFan : MonoBehaviour
|
||||
public class NtrIdolFan : PlayerActionObject
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] private GameObject motionRoot;
|
||||
|
@ -29,18 +29,130 @@ namespace HeavenStudio.Games.Scripts_FanClub
|
|||
|
||||
float clappingStartTime = 0f;
|
||||
|
||||
public Queue<KeyValuePair<float, int>> upcomingHits;
|
||||
public float startBeat;
|
||||
public int type;
|
||||
public bool doCharge = false;
|
||||
private bool inputHit = false;
|
||||
private bool hasHit = false;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
if (player)
|
||||
upcomingHits = new Queue<KeyValuePair<float, int>>(); // beat, type
|
||||
|
||||
inputHit = true;
|
||||
hasHit = true;
|
||||
}
|
||||
|
||||
public override void OnAce()
|
||||
{
|
||||
Hit(true, type, true);
|
||||
}
|
||||
|
||||
public void AddHit(float beat, int type)
|
||||
{
|
||||
inputHit = false;
|
||||
upcomingHits.Enqueue(new KeyValuePair<float, int>(beat, type));
|
||||
}
|
||||
|
||||
public void Hit(bool _hit, int type = 0, bool fromAutoplay = false)
|
||||
{
|
||||
if (player && !hasHit)
|
||||
{
|
||||
if (type == 0)
|
||||
ClapStart(_hit, true, doCharge, fromAutoplay);
|
||||
else if (type == 1)
|
||||
JumpStart(_hit, true, fromAutoplay);
|
||||
|
||||
hasHit = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
// read cue queue and pop when needed
|
||||
if (hasHit)
|
||||
{
|
||||
if (upcomingHits?.Count > 0)
|
||||
{
|
||||
var next = upcomingHits.Dequeue();
|
||||
|
||||
startBeat = next.Key;
|
||||
type = next.Value == 2 ? 0 : next.Value;
|
||||
doCharge = (next.Value == 2);
|
||||
|
||||
// reset our shit to prepare for next hit
|
||||
hasHit = false;
|
||||
ResetState();
|
||||
}
|
||||
else if (Conductor.instance.GetPositionFromBeat(startBeat, 1) >= Minigame.EndTime())
|
||||
{
|
||||
startBeat = Single.MinValue;
|
||||
type = 0;
|
||||
doCharge = false;
|
||||
// DO NOT RESET, wait for future cues
|
||||
}
|
||||
}
|
||||
|
||||
// no input?
|
||||
if (!hasHit && Conductor.instance.GetPositionFromBeat(startBeat, 1f) >= Minigame.EndTime())
|
||||
{
|
||||
FanClub.instance.AngerOnMiss();
|
||||
hasHit = true;
|
||||
}
|
||||
|
||||
// dunno what this is for
|
||||
if (!inputHit && Conductor.instance.GetPositionFromBeat(startBeat, 1) >= Minigame.EndTime())
|
||||
{
|
||||
inputHit = true;
|
||||
}
|
||||
|
||||
if (!hasHit)
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1);
|
||||
StateCheck(normalizedBeat);
|
||||
}
|
||||
|
||||
if (player)
|
||||
{
|
||||
if (PlayerInput.Pressed() && type == 0)
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
Hit(true);
|
||||
} else if (state.notPerfect())
|
||||
{
|
||||
Hit(false);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.PressedUp() && type == 1)
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
Hit(true, type);
|
||||
} else if (state.notPerfect())
|
||||
{
|
||||
Hit(false, type);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.Pressed())
|
||||
{
|
||||
ClapStart(false);
|
||||
if (!hasHit || (upcomingHits?.Count == 0 && startBeat == Single.MinValue))
|
||||
FanClub.instance.AngerOnMiss();
|
||||
|
||||
hasJumped = false;
|
||||
stopBeat = true;
|
||||
jumpStartTime = -99f;
|
||||
animator.Play("FanClap", 0, 0);
|
||||
Jukebox.PlayOneShotGame("fanClub/play_clap");
|
||||
Jukebox.PlayOneShotGame("fanClub/crap_impact");
|
||||
clappingStartTime = cond.songPositionInBeats;
|
||||
}
|
||||
if (PlayerInput.Pressing())
|
||||
{
|
||||
if (cond.songPositionInBeats > clappingStartTime + 1f && !stopCharge)
|
||||
if (cond.songPositionInBeats > clappingStartTime + 1.5f && !stopCharge)
|
||||
{
|
||||
animator.Play("FanClapCharge", 0, 0);
|
||||
stopCharge = true;
|
||||
|
@ -50,7 +162,13 @@ namespace HeavenStudio.Games.Scripts_FanClub
|
|||
{
|
||||
if (stopCharge)
|
||||
{
|
||||
JumpStart(false);
|
||||
if (!hasHit || (upcomingHits?.Count == 0 && startBeat == Single.MinValue))
|
||||
FanClub.instance.AngerOnMiss();
|
||||
|
||||
animator.Play("FanJump", 0, 0);
|
||||
Jukebox.PlayOneShotGame("fanClub/play_jump");
|
||||
jumpStartTime = cond.songPositionInBeats;
|
||||
stopCharge = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -419,15 +419,23 @@ namespace HeavenStudio
|
|||
}),
|
||||
new Minigame("fanClub", "Fan Club \n<color=#eb5454>[WIP don't use]</color>", "FDFD00", false, false, new List<GameAction>()
|
||||
{
|
||||
// TODO: proper names
|
||||
new GameAction("bop", delegate { FanClub.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
|
||||
// new GameAction("bop (spectators)", delegate { FanClub.instance.SpecBop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
|
||||
new GameAction("hais", delegate { FanClub.instance.CallHai(eventCaller.currentEntity.beat); }, 8, false,
|
||||
new GameAction("yeah, yeah, yeah", delegate { FanClub.instance.CallHai(eventCaller.currentEntity.beat); }, 8, false,
|
||||
// TODO: pre-switch cues
|
||||
inactiveFunction: delegate { FanClub.WarnHai(eventCaller.currentEntity.beat); }),
|
||||
new GameAction("kamone", delegate { FanClub.instance.CallKamone(eventCaller.currentEntity.beat); }, 6, false,
|
||||
new GameAction("I suppose", delegate { FanClub.instance.CallKamone(eventCaller.currentEntity.beat); }, 6, false,
|
||||
// TODO: pre-switch cues
|
||||
inactiveFunction: delegate { FanClub.WarnKamone(eventCaller.currentEntity.beat); }),
|
||||
// TODO: double clap cue
|
||||
|
||||
new GameAction("double clap", delegate { FanClub.instance.CallBigReady(eventCaller.currentEntity.beat); }, 4, false,
|
||||
// TODO: pre-switch cues
|
||||
inactiveFunction: delegate { FanClub.WarnBigReady(eventCaller.currentEntity.beat); }),
|
||||
new GameAction("play idol animation", delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnim(e.beat, e.type); }, 0.5f, parameters: new List<Param>()
|
||||
{
|
||||
new Param("type", FanClub.IdolAnimations.Bop, "Animation", "Animation to play")
|
||||
}),
|
||||
}),
|
||||
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue